[Class] Warper

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[Class] Warper

Post by Pixels »

Warper

How 'bout the power... to move you?

A Warper sees the whirling of the multiverse and learns how to move herself across it. Experts of the art of teleportation, they are the bane of the slow and the entrenched.

Ability Scores: Intelligence is the primary ability score for a Warper. Additional Dexterity and Constitution help boost the Warper's poor AC, Reflex saves, and hit points. Flavor with other stats as appropriate.

Hit Dice: d8
Class Skills: Appraise, Balance, Concentration, Craft, Decipher Script, Escape Artist, Forgery, Hide, Knowledge (any), Listen, Move Silently, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Tumble

Skills/Level: 4+Int
BAB: Medium
Saves: Good Fort and Will

Weapon Proficiencies: All simple weapons
Armor Proficiencies: Light armor and shields
Alignment: Any
LevelAbilities
1Dispersal, Warp Rend, Teleportation Specialist
2Recall, Bend Blows
3Pocket, Dimensional Tangle (Entangle)
4Far Filch, Unlocked Space
5Greater Teleport, Spatial Senses (Blindsense)
6Warp Rift, Distant Sight
7Fixed Point, Reality Stutter, Dimensional Tangle (Immobilize)
8Shake-Up, Warp Trace, In All Places
9Reactive Teleport, Improved Unlocked Space
10Universal Teleport, Planar Traveller
11Deep Pockets, Spatial Senses (Blindsight)
12Seize the Heart, Perfect Reality Stutter

Any Warper ability that offers a save has a DC of 10 + 1/2 character level + Intelligence modifier.

Dispersal (Sp): At 1st level, a Warper learns the basics of her craft and can teleport people at will. She may teleport any creature within Medium range a maximum of 20' per level. If the target is willing this takes a move action, otherwise it takes a standard action and the target gets a Will save to negate. The Warper must be able to see the intended destination. Any attempt to teleport a target inside a solid object immediately fails, but the Warper may teleport a creature into dangerous situations such as off a cliff, into a bonfire, or up into the air.

Warp Rend (Sp): At 1st level, a Warper can teleport away small chunks of a creature, ripping its flesh. As a standard action she may target a creature within Medium range, dealing 1d8 damage per level, plus her Intelligence modifier. The target receives a Fortitude save for half damage.

Teleportation Specialist (Ex): A Warper is considered to have every spell with the Teleportation descriptor on her spell list for the purpose of activating magic items. She also benefits from the effects of an Analyze Portal (SpC) spell at all times.

Recall (Sp): At 2nd level, a Warper can attune herself to a safe location. Doing so takes an hour of meditation at the site. Afterwords the Warper can teleport herself to the site by concentrating for 1 round, regardless of distance or even if the site is on a different plane. A Warper may have a number of sites attuned equal to half her character level (rounded up) at any given time. This is a [Teleportation] effect.

Bend Blows (Su): At 2nd level, a Warper can bend the path of an incoming attack, granting her a deflection bonus to armor class equal to half her character level (rounded up).

Pocket (Su): At 3rd level, a Warper gains access to a minor extradimensional space that she can use to store items. Once per round as a free action she can store one unattended item she can touch, or retrieve one item into her hands or any open adjacent space. The space can store up to a maximum of 1,000 lbs of items.

Dimensional Tangle (Ex): At 3rd level, a Warper can twist extradimensional paths to hinder her enemies. If a creature fails to save against one of her [Teleportation] spell-like abilities, she may choose to also entangle them for 1 minute. At 7th level she may additionally reduce their movement speed to 0' for 1 minute. A Warper may only use Dimensional Tangle on a particular creature at most once per round, regardless of how many times she teleports them. A creature may attempt to squirm their way out of a Dimensional Tangle as a full-round action, granting them a new saving throw.

Far Filch (Sp): At 4th level, a Warper learns how to teleport items from her enemy's hands. As a standard action she can teleport an item within Close range to her hands. If the item is attended, the holder receives a Reflex save to negate. This is a [Teleportation] effect.

Unlocked Space (Ex): At 4th level, a Warper can pierce magical barriers that would stand in the way of her teleportations. If the Warper uses a [Teleportation] effect, and that effect would be prevented by an ability that specifically targets teleportation or dimensional travel, she may make a character level check against a DC of 10 + the caster level of that ability. If she succeeds, this use of her teleportation is unaffected by the preventing ability. The Warper and her abilities also ignore the effects of Anticipate Teleportation (SpC) and Greater Anticipate Teleportation (SpC).

Greater Teleport (Sp): At 5th level, a Warper can use Greater Teleport at will, though she can only transport herself and her equipment with this ability. This is a [Teleportation] effect.

Spatial Senses (Su): At 5th level, a Warper's senses sharpen, allowing her to locate nearby creatures by the spatial eddies they create. She gains the benefits of 120' blindsense. At 10th level her senses are unparalleled, and she gains the benefits of 120' blindsight.

Warp Rift (Sp): At 6th level, a Warper can create a dangerous tear in the fabric of reality. As a standard action the Warper can create a Warp Rift in a square within Medium range. Any creature that starts their turn within or enters a 10' radius area around the Warp Rift takes 1d8 points of damage per level plus her Intelligence modifier, as their flesh disorts and bones bend. Any creature affected receives a Fortitude save for half damage. The Warp Rift lasts for 1 minute and then dissipates. A Warper is immune to her own Warp Rifts. Warp Rift is dismissible.

Distant Sight (Sp): At 6th level, a Warper can see things happening far away. She can cast Clairvoyance at will with a cast time of 1 minute and a duration of concentration + 1 round.

Fixed Point (Su): As a free action, a 7th level Warper may attach or detach herself to the fabric of the multiverse. While attached, she ignores gravity and cannot be moved from her current space by any means other than a [Teleportation] effect, which detaches her.

Reality Stutter (Su): At 7th level, a Warper can continually teleport in place, flckering in and out of reality. This provides the benefits of Blink. The Warper can choose to suppress or restart this ability as a swift action.

Shake-Up (Sp): At 8th level, a Warper can upend nearby space, teleporting every creature caught in the anomaly. As a standard action, she may teleport every creature within close range to any other open space within close range. An unwilling creature receives a Will save to negate. This is a [Teleportation] effect.

Warp Trace (Su): At 8th level, a Warper can track creatures through the dimensional residue of teleport spells. If a creature within Long range is subject to a [Teleportation] effect, the Warper may spend a non-action to place a Warper's Mark upon them. A Warper's Mark acts as an Arcane Mark, though Erase only removes the mark if successful on a caster level check against a of DC 15 + the Warper's character level. As a standard action, the Warper may remove her Warper's Mark from a creature to cast Greater Scrying on them. The subject receives no modifications to their save for the Warper's knowledge or connections, or for being on a different plane. The Warper may only have a number of Warper's Marks at once equal to half her character level (rounded up). Adding a Warper's Mark beyond her limit causes an existing Mark of her choice to end.

In All Places (Ex): At 8th level, a Warper's location is so unstable from continual teleportation that she becomes hard to locate with magic. She continually benefits from the effects of Nondetection.

Reactive Teleport (Ex): At 9th level, a Warper can teleport herself out of harm's way with but a moment's thought. She may spend an immediate action to use any [Teleportation] spell-like ability she knows, so long as she is the only target.

Improved Unlocked Space (Ex): At 9th level, the Warper's teleportations grow even more difficult to prevent, and she gains a +5 bonus to her character level checks made for Unlocked Space.

Universal Teleport (Sp): At 10th level, a Warper's teleportation can reach any corner of the multiverse. As a standard action she can teleport a touched creature anywhere on any plane. An unwilling target receives a Will save to negate this effect. This is a [Teleportation] effect and counts as a 5th level spell.

Planar Traveller (Su): Warpers has travelled to many planes, and is used to the worst they can dish out. At 10th level, she continually benefits from the effects of Avoid Planar Effects (SpC).

Deep Pockets (Su): At 11th level, the Warper can create a major extradimensional space - a demiplane. The demiplane begins as an infinitesimally small bubble, but by spending an hour in meditation she can expand the radius by 100', to a maximum of 100' per character level. She may fill the space with whatever gold economy materials she likes, though she cannot create magical effects or living creatures. Creating buildings or other items requiring a high degree of craftsmanship may require a Craft or Knowledge check at the discretion of the DM. The demiplane has normal time, finite shape, normal magic, and is alterably morphic. It may have whatever gravity, elemental, energy, and alignment traits the Warper wishes. The entire material composition of the demiplane and trait choices may be changed with a week of uninterrupted meditation. As a standard action, the Warper may transport any number of willing creatures within close range to her demiplane, or move any number of creatures out of her demiplane to anywhere on any plane. An unwilling creature receives a Will save to negate this effect.

Seize the Heart (Sp): At 12th level, a Warper gains incredibly fine control over their teleportations. As a standard action, she can teleport a 10' cube or less of contiguous material within Long range to any open space within Long range. Teleporting an attended object gives the holder a Reflex save to negate. Teleporting a creature or any part of a creature gives the subject a Fortitude save to negate. Note that teleporting a creature's brain out of their body, or the upper half of their body to a different location than the lower half of their body is generally fatal. This is a [Teleportation] effect.

Perfect Reality Stutter (Su): At 12th level, a Warper is perfectly in tune with her teleportation. When she uses Reality Stutter, she acts as if under the effect of Greater Blink (SpC) instead of Blink.

Original Flavor:
Warper

How 'bout the power... to move you?

A Warper sees the whirling of the multiverse and learns how to move herself across it. Experts of the art of teleportation, they are the bane of the slow and the entrenched.

Ability Scores: Intelligence is the primary ability score for a Warper. Additional Dexterity and Constitution help boost the Warper's poor AC, Reflex saves, and hit points. Flavor with other stats as appropriate.

Hit Dice: d8
Class Skills: Balance, Concentration, Escape Artist, Hide, Knowledge (any), Listen, Move Silently, Profession, Search, Sleight of Hand, Spellcraft, Spot, Tumble, Use Magic Device

Skills/Level: 4+Int
BAB: Medium
Saves: Good Fort and Will

Weapon Proficiencies: All simple weapons
Armor Proficiencies: Light armor only, no shields
Alignment: Any
LevelAbilities
1Dispersal, Recall, Treacherous Space 5'
2Warp Rend, Bend Blows
3Dimensional Tangle, Pocket
4Far Filch, Spatial Sense
5Greater Teleport, Speed of Thought, Treacherous Space 15'
6Warp Rift, Reality Stutter, Distant Sight
7Curved Walk, Follow the Lead, See the Paths
8Out of This World, In All Places
9Warp Speed, Treacherous Space 45'
10Crowd Dispersal, Universal Teleport
11Warp Lock, Unlocked Space
12Seize the Heart, Perfect Reality Stutter

Any Warper ability that offers a save has a DC of 10 + 1/2 character level + Intelligence modifier.

Dispersal (Sp): At 1st level, a Warper learns the basics of her craft and can teleport people at will. As an attack action she may teleport any creature within Medium range a maximum of 20' per level. The Warper must be able to see the intended destination. The target receives a Will save to negate this effect. Any attempt to teleport a target inside a solid object immediately fails, but the Warper may teleport a creature into dangerous situations such as off a cliff, into a bonfire, or up into the air.

Recall (Sp): At 1st level, a Warper can attune herself to a safe location. Doing so takes an hour of meditation at the site. Afterwords the Warper can teleport herself to the site with a standard action, regardless of distance or even if the site is on a different plane. A Warper may have a number of sites attuned equal to her level at any given time.

Treacherous Space (Su): At 1st level, a Warper can make space around her bend in uncomfortable ways, making movement difficult. By spending a swift action per round, she can create an aura that causes enemies to treat all squares within 5' of her as difficult terrain that also affects flying and incorporeal creatures. At 5th level, the aura reaches out to 15' instead. At 9th level, the aura reaches out to 45' instead.

Warp Rend (Sp): At 2nd level, a Warper can teleport away small chunks of a creature, ripping its flesh. As an attack action, she may deal 1d8 damage per level to a creature within Medium range. The target receives a Fortitude save for half damage.

Bend Blows (Su): At 2nd level, a Warper can bend the path of an incoming attack, granting her a deflection bonus to armor class equal to half her level (rounded up).

Dimensional Tangle (Sp): At 3rd level, a Warper learns how to ensnare her enemies in tiny spatial distortions. As a swift action, a single creature within Medium range is immobilized for 1 round. The target receives a Reflex save; if they succeed on the save they are entangled rather than immobilized.

Pocket (Su): At 3rd level, a Warper gains access to a minor extradimensional space that she can use to store items. As a swift action she can store one unattended item she can touch or retrieve one item from the space. The space can store up to a maximum of her Intelligence score in distinct items. A willing creature can also be stored in place of an item, but there is no air in the extradimensional space and the creature must hold its breath until retrieved.

Far Filch (Sp): At 4th level, a Warper learns how to teleport items from her enemy's hands. As a swift action she can teleport an item within Close range to her hands. If the item is attended, the holder receives a Reflex save to negate.

Spatial Sense (Su): At 4th level, a Warper gains an intuitive sense for the surrounded space. She is always aware of all open spaces within 120'.

Greater Teleport (Sp): At 5th level, a Warper can use Greater Teleport at will, though she can only transport herself and her equipment with this ability.

Speed of Thought (Sp): At 5th level, a Warper can use Dispersal on a willing creature with a move action.

Warp Rift (Sp): At 6th level, a Warper can create a dangerous tear in the fabric of reality. As a standard action the Warper can create a Warp Rift in a square within Medium range. Any creature that starts their turn within or enters a 10' radius area around the Warp Rift takes 1d8 points of damage per level as their flesh disorts and bones bend. Any creature affected receives a Fortitude save for half damage. The Warp Rift lasts for 1 minute and then dissipates. A Warper is immune to her own Warp Rifts.

Reality Stutter (Su): At 6th level, a Warper can continually teleport in place, flckering in and out of reality. This provides the benefits of Blink. The Warper can choose to suppress or restart this ability as a swift action.

Distant Sight (Sp): At 6th level, a Warper can see things happening far away. She can cast Clairvoyance at will as a standard action, with a duration of concentration + 1 round. In addition to targeting known locations, she can target any space she can feel with Spatial Sense.

Curved Walk (Su): At 7th level, all space near a Warper is twisted. If any creature enters a square within 30' of the Warper, she may spend an immediate action to inflict a Dimensional Tangle on the creature.

Follow the Lead (Su): At 7th level, a Warper can follow foes across the cosmos. If a creature within Long range uses a teleportation spell or effect, the Warper may teleport to any open space within Close range of the creature's new location as an immediate action.

See the Paths (Su): At 7th level, a Warper continually emanates an Anticipate Teleportation (SpC) effect within 30'. When teleporting a creature, she can choose to exclude it from the effects of this ability. In addition, the Warper is immune to the effects of Anticipate Teleportation and Greater Anticipate Teleportation, and neither warns the caster nor is delayed by the spell.

Out of This World (Su): At 8th level, a Warper can jerk a creature right out of reality. As a swift action, she targets a creature within Medium range. If the target fails a Reflex save, they are forcibly moved to an astral pocket dimension for 1 round, after which they reappear at the same location they occupied before this ability was used. During the time the targets are imprisoned they may take no actions.

In All Places (Ex): At 8th level, a Warper's location is so unstable from continual teleportation that she becomes hard to locate with magic. She continually benefits from the effects of Nondetection, with a caster level equal to her character level.

Warp Speed (Sp): At 9th level, a Warper can teleport herself with incredible speed. She can use Dispersal on herself as a swift action.

Crowd Dispersal (Sp): At 10th level, a Warper can, with a supreme effort of mental multitasking, affect all creatures within Close range with Dispersal as a standard action. If she chooses to only affect willing targets, Speed of Thought applies. The concentration needed to use this ability is so great that when it is activated, the mental monitoring required to See the Paths is impossible and the ability is suppressed for 1 round.

Universal Teleport (Sp): At 10th level, a Warper's teleportation can reach any corner of the multiverse. As a standard action she can teleport a touched creature anywhere on any plane. An unwilling target receives a Will save to negate this effect.

Warp Lock (Su): At 11th level, a Warper has such control over the paths of teleportation that she twist her enemies escape plans to her advantage. Whenever a creature within Medium range uses a teleportation spell or effect, the Warper may spend an immediate action to redirect the creature to any other open space in Medium range.

Unlocked Space (Ex): At 11th level, nothing stands in the way of a Warper's teleportations. The Warper's abilities ignores all affects that specifically prevent teleportation or dimensional travel. This includes affects such as Dimensional Anchor and the Monk's Grand Master Style that stops teleportation, but not generic affects that prevent using spell-like/supernatural abilities (such as Anti-magic Field) or prevent you from taking actions (such as being stunned).

Seize the Heart (Sp): At 12th level, a Warper gains incredibly fine control over their teleportations. As a standard action, she can teleport a 10' cube or less of contiguous material within Long range to any open space within Long range. Teleporting an attended object gives the holder a Reflex save to negate. Teleporting a creature or any part of a creature gives the subject a Fortitude save to negate. Note that teleporting a creature's brain out of their body, or the upper half of their body to a different location than the lower half of their body is generally fatal.

Perfect Reality Stutter (Sp): At 12th level, a Warper is perfectly in tune with her teleportation. When she uses Reality Stutter, she acts as if under the effect of Greater Blink (SpC) instead of Blink.
Last edited by Pixels on Thu Apr 26, 2018 9:42 pm, edited 54 times in total.
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Maxus
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Post by Maxus »

Not bad! Not bad at all!

Sieze the Heart is a true Save-or-Die at 12th level, useable at-will with a standard-action. I'm iffy on it. You could add a few more levels--to level 15 or so--and it might fit in there.

Maybe a teleport-block. Or using some abilities as an immediate action to counter the efforts of others.

I'd half-expect a high-level Warper to fight something like this:

http://www.youtube.com/watch?v=CxqjJldw1iI
Last edited by Maxus on Sat Aug 28, 2010 4:19 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Hicks
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Post by Hicks »

The class is good, fire mage good. The at will death effect is decent at level 12. Consider the following from the Tome's section on spheres:
  • At level 7: Seduction x3 grants charm monster at will.

    At level 9: Voracity x3 grants magic jar at will.

    At level 11: Death x3 grants symbol of death at will
All of these at will SLAs come online before the Warper gets her mits on Sieze the Heart, which is justified in being single target because it slices through immunities like protection from evil (for charm monster and magic jar) or death ward (for symbol of death)).

Only 3 things I see bad about the class: a Level 1 Dispersal can be negated by a DC 15 Tumble check, and Warp Rend doing 7 damage on a made save at 2nd level is just not competetive at all; maby instead make it a Fort save vs slow or something, causing them to have to travel through more space to do what they want or something. Unless it is DoT, 1d6/level save for half is not a combat action, and ammounts to Evoker Fail. Warp Rend might be worth an ability it if you made it a swift action to activate.

Thirdly, you gotta drop the whole "Class Level" cap. That really needs to go Die, in a Fire, from Cancer. Yes, cancer fire; I don't know what that'd look like, but it'd shure be malignant.

Other than those three points, Good job on a well built class Pixels.
Last edited by Hicks on Sat Aug 28, 2010 9:38 am, edited 3 times in total.
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Pixels
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Post by Pixels »

Oops. The class level stuff was actually a hold-over from my first draft of the class. At that time the class was considerably more martial, with a full BAB and a level 4 'Warp Weapon' ability that added Dispersal or Warp Rend to weapon attacks. I basically didn't want to make it a dip class for every archer out there. But that's not a problem any more, so we can do away with the 'per class level' bits!

Balancing Warp Rend takes a little thought. I could reduce its action cost, but I think overall it would be better to leave it in the standard action arsenal but bump up the damage a bit. A d10/level seems to fit pretty well. Even with the irksome tendency of monsters to have a high Fort save and a low touch AC, it compares favorably to the Fire Mage's Fire Bolts with a d10. Warp Rift gets the same treatment. I also upped Dispersal to 20' a level. This prevents tumble/jump from flat out negating your actions at 1st level and bumps up the damage to be competitive with Warp Rend. Since most action happens in places with roofs (dungeons and buildings and dragons' caves oh my) and you have to land a Will save on the target I don't think it is going to break anything with a potential 2d6/level.

I'll get around to running an actual SGT in the next day or two. We'll see how it holds up.
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Kaelik
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Post by Kaelik »

Level 7 See the paths:

1) Does it affect all his abilities? IE, if he teleports other people are they immune to Anticipation?

2) Can he choose? IE, can he teleport an opponent into his own Greater Anticipate, and thus have them trapped for a few rounds?
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Post by ubernoob »

This class has waaaaaay too much swift/move action save vs action denial too early. Tone down the swift/move action attacks. Like, a lot.
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Pixels
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Post by Pixels »

The immunity to Anticipate Teleportation is only for the Warper herself. So if the Warper teleports somebody into the range of her See the Path, they get delayed for a round. Think of it as a free Out of This World effect in exchange for putting the enemy close to your own location. However, the spell says "Any teleportation spell or effect can be anticipated..." meaning you don't have to anticipate a particular teleportation if you don't want to. For the sake of non-murkiness I can specify in the ability anyways.

I swapped Treacherous Space to a swift action per round and Dimensional Tangle to a swift action. So now all the denial type abilities all take a swift action and are therefore mutually exclusive during a particular round. Happy, uber?
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Kaelik
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Post by Kaelik »

Pixel, you are being stupid, and you should feel stupid.

1) Putting the enemy "close" to you? Don't kid yourself. At the level you first get it, your Anticipate is a 70ft radius, bigger than any static spell area, and longer than close range. That' more than twice the size of your average dungeon room. You can move people from the room you are in, to a different room, and they will still be losing at least one round. You can have that, but don't be under any misconception that after the first round of combat, the Warper and his party will only ever be fighting one enemy at a time.

2) The point is that characters don't get to have swift action attacks as good as standard action save or loses. You just made it worse by giving them even more variety in swift action murderage while still having the standard action action denial.

If you can do something at will as a swift action, it should be less powerful than a comparable level save or lose spell by a lot. Otherwise you get into:

"For my standard action, I AOE save or lose the entire encounter. Then for my swift action, I save or lose whatever hasn't already lost."
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Pixels
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Post by Pixels »

Kaelik wrote:1) Putting the enemy "close" to you? Don't kid yourself. At the level you first get it, your Anticipate is a 70ft radius, bigger than any static spell area
That's a fair point. Dialing it back to a flat 30' should make it more palatable.

Oh, and I dropped the Greater Anticipate Teleportation, because it was kind of silly.
Kaelik wrote:2) The point is that characters don't get to have swift action attacks as good as standard action save or loses. You just made it worse by giving them even more variety in swift action murderage while still having the standard action action denial.
What swift action save or lose are you looking at? Disarming an opponent with Far Filch is the worst you can do with a swift action. Out of This World is EXACTLY like a Koumei Time Mage ability, except the Warper gets it two levels later and doesn't sicken the target.

Curved Walk is an immediate action that has triggering conditions, but I can see that if you teleport a creature to a location that is near in terms of a straight line, but far in terms of walking distance it becomes quite nasty. A better thing to do might be to instead make it Dimensional Tangle, but an immediate action. Oh, and reduce the range on it, probably to the same flat 30' as See the Paths. Then it's more Stand Still -ish, with a longer reach than most PCs will manage but limited to a single use per turn rather than however many AoOs.

Anyways, I'm not really seeing this swift action murderage that you are going on about. I see some good ol' fashioned standard action murderage. There may be some problems - like giggling madly while teleporting kobolds up through dungeon floors starting from level 1 - but those can be addressed easily. A quick fix to Dispersal... and done. Now the only way to teleport creatures to different dungeon floors is to first use Clairvoyance (or something similar) to get sight. Perhaps that makes things a little bit better. :)
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Post by ubernoob »

Here are the offenders:
Dimensional Tangle (Sp): At 3rd level, a Warper learns how to ensnare her enemies in tiny spatial distortions. As a swift action, a creature within Medium range is pinned for 1 round. The target receives a Reflex save; if they succeed on the save they are entangled rather than pinned.
This is straight up save vs action denial, and also I have no fucking clue how it works. Can they make an escape artist check? Does freedom of movement apply? What the fuck.
Far Filch (Sp): At 4th level, a Warper learns how to teleport items from her enemy's hands. As a swift action she can teleport an item within Close range to her hands. If the item is attended, the holder receives a Reflex save to negate.
Actually not a huge deal in a game that uses BoG (just draw the secondary weapon with slight of hand), but will wreak absolute havoc on published modules since NPCs typically only have one weapon.
Speed of Thought (Sp): At 5th level, a Warper can use Dispersal on a willing creature with a move action.
This basically fucks their whole round unless you're in a featureless plain and they are an archer.
Curved Walk (Su): At 7th level, all space near a Warper is twisted. If any creature enters a square within 30' of the Warper, she may spend an immediate action to inflict a Dimensional Tangle on the creature.
See: not an archer.
See the Paths (Su): At 7th level, a Warper continually emanates an Anticipate Teleportation (SpC) effect within 30'. When teleporting a creature, she can choose to exclude it from the effects of this ability. In addition, the Warper is immune to the effects of Anticipate Teleportation and Greater Anticipate Teleportation, and neither warns the caster nor is delayed by the spell.
This magnifies the dispersal "No, you can't get in range to attack" problem even more. Except now it's like 2 or 4 rounds instead of 1.
Out of This World (Su): At 8th level, a Warper can jerk a creature right out of reality. As a swift action, she targets a creature within Medium range. If the target fails a Reflex save, they are forcibly moved to an astral pocket dimension for 1 round, after which they reappear at the same location they occupied before this ability was used. During the time the targets are imprisoned they may take no actions.
No. Too fucking good.
Crowd Dispersal (Sp): At 10th level, a Warper can affect all creatures within Close range with Dispersal as a standard action. If she chooses to only affect willing targets, Speed of Thought applies.
No. Too fucking good for a move action.


Other issues:
Spatial Sense (Su): At 4th level, a Warper gains an intuitive sense for the surrounded space. She is always aware of all open spaces within 120'.
I don't even know what this is supposed to do. At all. Rewrite it.
Warp Rift (Sp): At 6th level, a Warper can create a dangerous tear in the fabric of reality. As a standard action the Warper can create a Warp Rift within Medium range. Any creature that starts their turn within or enters a 10' radius area around the Warp Rift takes 1d10 points of damage per level as their flesh disorts and bones bend. Any creature affected receives a Fortitude save for half damage. The Warp Rift lasts for 1 minute and then dissipates. A Warper is immune to her own Warp Rifts.
This ability is too long. I didn't even bother reading it.

Rewrite all of that, and you might have a start. I didn't even look at the standard actions.
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Post by Maxus »

ubernoob wrote:
Warp Rift (Sp): At 6th level, a Warper can create a dangerous tear in the fabric of reality. As a standard action the Warper can create a Warp Rift within Medium range. Any creature that starts their turn within or enters a 10' radius area around the Warp Rift takes 1d10 points of damage per level as their flesh disorts and bones bend. Any creature affected receives a Fortitude save for half damage. The Warp Rift lasts for 1 minute and then dissipates. A Warper is immune to her own Warp Rifts.
This ability is too long. I didn't even bother reading it.
Ubernoob, don't flaunt a short attention span. That ability is throwing down some terrain--a twenty-five foot square of it that last for a minute and does some okay damage for entering it. Put in the right spot, and it's worth it.

Though, Pix, it should be defined as occupying a five-foot square, and 10 foot radius extends from the selected point.
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Post by ubernoob »

Maxus wrote:
ubernoob wrote:
Warp Rift (Sp): At 6th level, a Warper can create a dangerous tear in the fabric of reality. As a standard action the Warper can create a Warp Rift within Medium range. Any creature that starts their turn within or enters a 10' radius area around the Warp Rift takes 1d10 points of damage per level as their flesh disorts and bones bend. Any creature affected receives a Fortitude save for half damage. The Warp Rift lasts for 1 minute and then dissipates. A Warper is immune to her own Warp Rifts.
This ability is too long. I didn't even bother reading it.
Ubernoob, don't flaunt a short attention span. That ability is throwing down some terrain--a twenty-five foot square of it that last for a minute and does some okay damage for entering it. Put in the right spot, and it's worth it.

Though, Pix, it should be defined as occupying a five-foot square, and 10 foot radius extends from the selected point.
I meant that it needs to be written more concisely.
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Post by Kaelik »

1) Pin is straight up no game. It prevents any movement, so you auto win against anyone not a ranged character. Second it prevents them from attacking anyone but the person pinning them, which is of course, no one. So they can't actually attack. Now you've beaten all melee monsters and all archer monsters. Then, it prevents them from using an Supernatural or Extraordinary abilities that require a standard action, so... Now you've beaten everything that doesn't cast spells or use SLAs. And then they have to 1) be using an SLA or spell with no verbal or somatic component, 2) Make a concentration check, 3) Not need to make any attack rolls against opponents.

So... You crippled everyone. Go you.

And yes, you can also just take an archers bow away instead, and cripple them for the whole fight instead of just one round. Who cares.

2) Time Mage gets basically no AoE save or lose attacks, much less IFF ones with huge ranges that allow allies to gankfest enemies one at a time for free. Having a swift action one round denial for the Time Mage means that he hits two enemies in a round, instead of hitting all the enemies once, then following up by hitting one of the ones that saved the next round.

3) Uber, all the move action ones are willing only, so no enemy negates there.
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Post by Pixels »

(this rant is directed at uber)

Dimensional Tangle: Perhaps I've been using Pinned incorrectly. I mean for it to just cause a creature to be immobilized. Entangled doesn't even do that. Freedom of Movement would apply, since Freedom of Movement applies to anything magical (see that Sp tag?) that inhibits your movement. No Escape Artist. No grapple checks. It's a Reflex save or you stop moving for a round.

Speed of Thought: WILLING. Maybe when I put it in caps you'll read it. IT DOESN'T WORK ON ENEMIES. THEY ARE NOT WILLING TARGETS. You use it on ALLIES to MAKE THEM MOVE. Or on yourself because teleporting yourself as a move action is something a teleportation focused class should be able to do at some point.

Curved Walk: Is fantastic if you ignore the fact that it happens a grand total of once per round. You can stop one creature per round from reaching you. A spiked chain fighter with Combat Reflexes and Stand Still can do far more than this, and doesn't even have to give up anything on their own turn to pull it off. Seriously, what the fuck.

Crowd Dispersal: Is a standard action IF YOU AFFECT EVEN A SINGLE NON-WILLING TARGET. Do you even read past the first sentence of the abilities?

Warp Rift: What? It's a six sentence paragraph, which is something I assume you've come across now and then. Y'know, by reading anything ever. Heck, even if compound sentences make your head pound you should have managed to stomach the five simple sentences.

Basically, as a Warper you can teleport people or rip their flesh or tear reality, and you do all sorts of fiddly movement based things to the side. You can stop ONE monster for moving for one round with a save, or prevent ONE monster from closing with you if he fails a save, or create a small aura that make it difficult for your enemies to move in general but doesn't prevent them from wading through it all. If all you ever do is face one monster at a time, the Warper will be fantastic - a hit! - the next Cheater of Mystra! - best thing since sliced bread! Otherwise he'll just be good support as he wraps up the nastiest looking basher in a spatial distortion, teleports the party fighter right up next to the priest chanting ominous Latin phrases, and telekinetically rips chunks out of the guy

So yeah, I may have been using pinned as a term incorrectly. I did not mean for it to imply the grapple, just the immobilization. Changing one word should clear that up.
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Post by Kaelik »

Pixel, it's still an AoE save or lose, followed by a swift action save or lose.

Yes, if you reduce it to just immobilized, that's a damn good start, but you still start by AoE save or loseing the entire enemy force, then using a swift action to root the melee monster or take away the archer's bow.
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Post by Pixels »

AoE? Ahh, I think we finally come to the root of the misunderstanding. It's single target, and always has been. "As a swift action, a creature within Medium range is immobilized for 1 round..."

If you think that is ambiguous, I can make it 'a single creature' instead. That should clear up any future confusion.

Or am I misunderstanding you? The only AoE save or lose I can see would be Crowd Dispersal. That's a bit like a Close range burst from you that dazes for a round if you're dumping people into Anticipate Teleportation, which isn't terrible. You could teleport them to a different room if you had clairvoyance up, but that takes an extra standard action up front. Or, with a slight twist to Distant Sight, it takes an extra standard action every time you use it as an instant lose.
Last edited by Pixels on Mon Aug 30, 2010 2:44 pm, edited 1 time in total.
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Post by Kaelik »

Right Pixel, I'm talking about Crowd dispersal.

The point is that an average round of Time mage (past level 6) is something like:

Save or Lose a single target. Then, save or lose a second target.

And while a Warper is the same from levels 7-9, a round for a level 10 Warper is Save or Lose all the enemies in the entire room, then save or lose someone who made their save.
Last edited by Kaelik on Mon Aug 30, 2010 3:16 pm, edited 1 time in total.
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Post by Pixels »

Alright.

As of last night, Dispersal require you to be able to see the location you're teleporting people to. Without Clairvoyance or a similar effect the best you can do with it is dump creatures into your AT Field. At that point it is more or less like the TM's 11th level ability Time Vortex, except it takes a standard action instead of a swift action and it has a larger radius. I don't see it as a game-breaker.

Distant Sight can let you use Crowd Dispersal as a save-or-lose, but with the New Improved! short duration of concentration + 1 round, you would have to reuse it between every shot of Crowd Dispersal. So you could totally alternate actions between Distant Sight and Dispersal to drop creatures somewhere else in the dungeon. In that time, the Soulborn in the party has already killed the Ogre Warpriest and minced the mooks with a Soulfire Burst, everybody is locked in the Tme Mage's Stasis Field, the Monk has panicked everybody in the room and coup-de-graced the black-robed mage that they paralyzed... I just can't get imagine a AoE save or lose that takes two rounds to pull off will be that impressive at 10th level.
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Post by Kaelik »

Pixel. Crow Dispersal is everyone in the room, and party friendly.

Time Vortex is a much smaller AoE, and not party friendly.

Which would you rather do:

1) Save or Lose every single enemy you are fighting, and none of your allies.

2) Save or Lose two enemies, or maybe 3-4 but also some allies.
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Post by For Valor »

No, Crowd Dispersal is

"Save or lose every single enemy you are fighting, as well as your allies, or teleport your allies a bunch of feet."
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Post by Kaelik »

For Valor wrote:No, Crowd Dispersal is

"Save or lose every single enemy you are fighting, as well as your allies, or teleport your allies a bunch of feet."
No Valor, you can choose to not apply your anticipate teleport to your allies, so that all your allies appear, and can take a standard action to ready an attack against the next dumb fool to teleport into the location after having been deprived of their own turn.

So yes, it really doesn't hurt allies at all, and it takes away all your enemies turns at the same time.
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Post by For Valor »

Ohhh, combined with See the Paths... I can see the problem.

You teleport your enemies right in front of your friends, and decide not to affect the friends with Anticipate Teleport, which gives them one round to prepare their Rape.

---------------------------

So say Anticipate Teleport does not work with your own abilities and/or Crowd Dispersal overrides Anticipate Teleport?
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Post by Pixels »

Resurrecting this for a couple small tweaks. I lowered the damage on Warp Rend and Warp Rift. d10 was too much, even with the Fort save and no stat added to damage. Even if the opponent always made the save, the damage was only slightly worse than d6s, and it always hit.

Folks are of course right about the overpowered-ness of combining Crowd Dispersal and See the Paths. After contemplating the various options, I think specifically disabling See the Paths for Crowd Dispersal is the best option. I still like the idea of being able to target individual creatures for teleports with vanilla Dispersal and drop them in your See the Paths for a short respite. Since Dispersal is single target, it's not terribly different from using Out of This World. In fact, it's exactly like Out of This World except that you get to move the location they reappear and it targets a different save...

... and when I put it like that, Out of This World seems horribly redundant. Perhaps I'll drop something in its place, but not tonight.
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Post by CatharzGodfoot »

I really like this class, but flavor-wise I'd like to see a couple more direct attack options: teleporting things into enemies and teleporting enemies into things. It could be as simple as putting that in Warp Rend and Seize the Heart, but it could also be different effects that target different defenses.

Speaking of Warp Rend, it's probably too good as an attack action, especially if it scales to character level rather than class level.
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Post by codeGlaze »

Mind if I put this up for inclusion in the current Tome PDF project?
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